Page 3 of 5

Re: 3D Contest #3 Exteriors

PostPosted: 08/2/2009, 1:31 am
by maul2
What do you mean by Presets? Like in your 3D program? How does that work exactly?

And yes it is really annoying, but hey I'll be going to school in a month to figure out how to do it properly, and then I can make some stuff to be proud of!!

Re: 3D Contest #3 Exteriors

PostPosted: 08/2/2009, 5:22 am
by unreal
I meant post presets for AE. In 3D I have 'preset' scene files made up that have fog, fire, smoke, lighting rigs etc etc etc. So when I model something or make a scene, I texture it and then drag and drop the appropriate lighting rig scene file in, move the lights to the positions I want and it's done. I know I don't need to play around with any settings as I have it the way I want. Sometimes I may do a little tweak here and there but at any rate it saves me a heap of time rather than having to make the scene then create all the lights and play with their individual settings to get my result. Get me?

Re: 3D Contest #3 Exteriors

PostPosted: 08/2/2009, 5:38 am
by Pigeon
unreal wrote:I meant post presets for AE. In 3D I have 'preset' scene files made up that have fog, fire, smoke, lighting rigs etc etc etc. So when I model something or make a scene, I texture it and then drag and drop the appropriate lighting rig scene file in, move the lights to the positions I want and it's done. I know I don't need to play around with any settings as I have it the way I want. Sometimes I may do a little tweak here and there but at any rate it saves me a heap of time rather than having to make the scene then create all the lights and play with their individual settings to get my result. Get me?


Yes, I have too. I'd say most, if not all, more or less experienced artists, aswell as every studio, has an archive of light rigs, models, materials, textures, reference material and so on to speed up production aswell as getting good results in less time. It takes a while to build up but is essential when doing larger projects...

Re: 3D Contest #3 Exteriors

PostPosted: 08/2/2009, 1:38 pm
by maul2
Hmm, interesting. I'm still trying to wrap my head around it. Would you mind throwing one up on here, just so I could take a look at it?

Re: 3D Contest #3 Exteriors

PostPosted: 08/2/2009, 8:08 pm
by Pigeon
maul2 wrote:Hmm, interesting. I'm still trying to wrap my head around it. Would you mind throwing one up on here, just so I could take a look at it?


It's nothing much to it... Say you have some general materials and textures (Maybe metal, wood titles, concrete), you can save out the material and next time when you need to use a similar material you can just load it up and with a few quick tweaks you are good to go... Same goes with light rigs... Just create a new scene, add in your light setup, then save the scene out. Next time you model something you can just import that light rig into your scene and hit render and you have a quick and very nice lighting setup. This is especially useful if you have a lot of models for say a film or game project which you all need to show off with consistency, because then you can use the exact same light rig for every render...

Re: 3D Contest #3 Exteriors

PostPosted: 08/4/2009, 9:04 am
by Filmaker92
Well I'm not a master of 3D art. I just make things in Blender for fun and plus it was my first time working blender. So here are samples of what I did, I didn't do it for the this challenge I made these when I was bored. Please don't give me any bad comments cause I'm only 16 and I work on animation for about year now.

Here is the earth:
l_fdac2658441a52484b03766eef7017e0.jpg


And here is a terrain I don't know if you can call it a exterior but hey this my first time:
Terrain0001.jpg


Well those are my samples sorry if it's not perfect like all these other artwork but hey give me a break it's my first time. Well thank you for posting this form.

Re: 3D Contest #3 Exteriors

PostPosted: 08/4/2009, 9:42 am
by Pigeon
Filmaker92 wrote:Well I'm not a master of 3D art. I just make things in Blender for fun and plus it was my first time working blender. So here are samples of what I did, I didn't do it for the this challenge I made these when I was bored. Please don't give me any bad comments cause I'm only 16 and I work on animation for about year now.

Here is the earth:
l_fdac2658441a52484b03766eef7017e0.jpg


And here is a terrain I don't know if you can call it a exterior but hey this my first time:
Terrain0001.jpg


Well those are my samples sorry if it's not perfect like all these other artwork but hey give me a break it's my first time. Well thank you for posting this form.


No need for apologies, we all started somewhere. Those are good for just starting out, just keep at it and you will steadily progress as you learn more!

Re: 3D Contest #3 Exteriors

PostPosted: 08/10/2009, 3:28 am
by HD_MAC
I am new to 3D, just have finished half of the DT's Introduction to maya 2nd edition.
I will be modeling my house in Afghanistan and will share it with you guys.

Re: 3D Contest #3 Exteriors

PostPosted: 08/10/2009, 12:40 pm
by unreal
Just a random thing I slapped together, trying to do some fantasy genre stuff. All done in Max.

Re: 3D Contest #3 Exteriors

PostPosted: 08/14/2009, 11:55 am
by Sal Sciortino
[img]C:\Users\Sal\Desktop\street.jpg[/img]
let me know what you guys think

Re: 3D Contest #3 Exteriors

PostPosted: 08/14/2009, 12:00 pm
by Pigeon
Sal Sciortino wrote:[img]C:\Users\Sal\Desktop\street.jpg[/img]
let me know what you guys think


You need to uploadyour image to the internet... You can't link to your harddrive =)

Re: 3D Contest #3 Exteriors

PostPosted: 08/14/2009, 7:29 pm
by unreal
LOL!. Sorry, had to laugh at that.

Re: 3D Contest #3 Exteriors

PostPosted: 08/17/2009, 2:26 pm
by narenn
Sal Sciortino wrote:[img]C:\Users\Sal\Desktop\street.jpg[/img]
let me know what you guys think


nice...

Upload it via attachment here at VCP, or through an image based host like tinypic or imageshack.

Re: 3D Contest #3 Exteriors

PostPosted: 08/18/2009, 8:08 pm
by OlaHaldor
Not a complete scene. But it could just as well have been used for blasting a hangar in the background, with shrapnel and fire and all kinds of smoke blowing to every direction...

It's for X-plane, the flight simulator. The images are too large to add in the forum. Click the links.
http://www.olahaldor.net/screendump/hangar2.png
http://www.olahaldor.net/screendump/hangar_w_uv.png

And a few renderings of this
Image
Image

Fun fact: One of videocopilot grungy textures is used for the floor inside. :geek:

Re: 3D Contest #3 Exteriors

PostPosted: 09/3/2009, 4:25 am
by Pigeon
@OlaHaldor: That's some pretty good work, I like the texturework, very crisp and contains alot of details but not to the point it get's very cluttered... I won't comment anything on the actual shaders since it's for a game, but are you sure that polycount isn't a bit high? I don't know what the engine you are working with supports, but that alot of polygons for the roof... I think you should anchor all the verts properly too to avoid any normal issues that might stem from the n-gons once the assets is imported into the game and get's triangulated...

Anyways, good work overall, sad to see noone had commented on it...


@OP: What kind of contest is this though? It seem people are just submitting works on a particular topic and there is no deadline or judging going on... so, is it a contest or just a fun forum challenge of some sort? I guess it's the latter but the thread title is a bit misleading... Either way, I'm all for it since topics and challenges is a very good thing for an artist...

Re: 3D Contest #3 Exteriors

PostPosted: 09/3/2009, 8:24 am
by OlaHaldor
WOAH! I've done quite a lot lately on this scenery for X-plane.

That curved hangar is about 400 polygons. The other buildings I've created are somewhere between 800 and 3600 polygons. All the buildings I've done so far all together are about 8000 polygons, and that's NOTHING. Imagine GTA IV, Need For Speed, Far Cry 2 etc.. You'd tickle yourself till you poop when you hear the polycount they have. ;) It goes beyond a 7 digit number, that's for sure.. All textures I do are 2048x2048 as well, except some the ones on the runway for instance..

I've attached a few more of what I've done.

Re: 3D Contest #3 Exteriors

PostPosted: 09/3/2009, 8:26 am
by OlaHaldor
and some more..

Re: 3D Contest #3 Exteriors

PostPosted: 09/3/2009, 10:39 am
by Pigeon
I don't know how important of a building that is in the game, but 800 polys if the building is barely gonna be shown (i get the feeling this is some kind of flight sim) is a bit much.

And GTAIV and Far Cry 2 does not have particularly high polycount for buildings etc, especially not GTAIV. Characters are around 10-20k which is pretty standard...

The only game I know that really and truly supports high poly count is Uncharted 1 and 2. Their main characters har 25-30k polys in the first game and secondary characters have 12-15k... But that's because you calculate things like backface culling before you send the models to the gpu, essentially sending only the polygons that will be rendered and that means you can have higher poly models...

anyhow, nice stuff

Re: 3D Contest #3 Exteriors

PostPosted: 09/3/2009, 2:46 pm
by OlaHaldor
This is gonna be used for X-Plane. I've tested the scenery I've built so far with the most intensive planes I've got, and I still go between 80 and 120fps with no problems at all.

Scenery for the departure or arrival airport is REALLY important if you wanna get a feel of really being there. And that's what it's about when you land at an airport. If there's no buildings, you just might as well land in a field. :lol:

I know many will appreciate the details. You approach, you land, you taxi around the airport, park for the night or to reload a new batch of passangers - you'll be standing in front of or inside the buildings. Of course will the virtual pilots like the details. This is an industry in constant development since microsoft flightsim 95 and possibly earlier.. ;) What's different about what I do is the amount of work I put into it vs. most others, especially those who give it away for free.

Re: 3D Contest #3 Exteriors

PostPosted: 09/22/2009, 3:00 pm
by STORM_ST
Hey everyone. New here thought I would have a go. This was made in 3ds max and tweaked in after effects. Hope you like it. :P

Image

Re: 3D Contest #3 Exteriors

PostPosted: 11/2/2009, 8:42 pm
by Emadhal
hello guys!
im new here! :| hehe
however! nice graphics! i do love 3d, n i have this graphic already done 2 days ago! so lucky me x)
Image

Re: 3D Contest #3 Exteriors

PostPosted: 11/7/2009, 4:10 pm
by robbie1985
STORM_ST wrote:Hey everyone. New here thought I would have a go. This was made in 3ds max and tweaked in after effects. Hope you like it. :P

Image


I'm tempted to call you a liar as that looks like a photograph!!

Man that is good

Re: 3D Contest #3 Exteriors

PostPosted: 11/9/2009, 10:37 pm
by mherCad 007
hello guys how`s both of you doin fine there? attached herein is my sample of works in 3d max9 with vary plug in.. I hope you will like it... :mrgreen:

Re: 3D Contest #3 Exteriors

PostPosted: 11/13/2009, 5:28 pm
by STORM_ST
robbie1985 wrote:
STORM_ST wrote:Hey everyone. New here thought I would have a go. This was made in 3ds max and tweaked in after effects. Hope you like it. :P

Image


I'm tempted to call you a liar as that looks like a photograph!!

Man that is good



Thank you for the compliment. :D

Re: 3D Contest #3 Exteriors

PostPosted: 11/15/2009, 11:44 am
by gothell
here is some clouds I made in Vue. ;)

Image